You know Tyler, I love you from the beginning of CGForge, and this is just an awesome addition to your palette of best courses out there! Thanks you so much for your efforts!
@cgforge2 жыл бұрын
Thank you Serge! I try to put a lot of love into each course, so I certainly appreciate the kind regards.
@FictionCautious2 жыл бұрын
It'll be epic.
@juanandres3182 жыл бұрын
awesome!
@cgforge2 жыл бұрын
Thank you! Cheers!
@raimuhammaduzairfareed76282 жыл бұрын
Really great results ❤️
@cgforge2 жыл бұрын
Thank you Rai!
@herculesmare42092 жыл бұрын
thank you!!!
@streetfighte62 жыл бұрын
thanks for doing this !! This is gold!!
@Alphain5 ай бұрын
cn you make a couse for flip sops? making ocean simulations and stuff
@cgforge5 ай бұрын
Yep! That's on the agenda for fluids II. We'll see if I can get to it by the end of the year, but it'll be there eventually
@Alphain5 ай бұрын
@@cgforge will be buying it for sure!! Can't wait
@mnymanVFX2 жыл бұрын
Looks fantastic Tyler! Definetly resubscribing for this one. Can we have some spoilers on the next course?
@cgforge2 жыл бұрын
Thank you Mats! That's a good question - next up I'll be adding some bonus content to Fluids I that goes over the sop level flip solver, pop fluid node, and vellum fluid to round out the course. But - after that, I'm between an ocean course for Fluids II or vellum. What do you think would be more interesting?
@mnymanVFX2 жыл бұрын
@@cgforge A course about oceans where you showcase blending between a FLIP sim and an ocean spectrum using Redshift would be insanely cool! A completely unrelated suggestion for a course I would love to see later is a course on set dressing and environment creation to place our FX in!
@cgforge2 жыл бұрын
Sounds good! Thanks for the suggestions Mats. I'll keep those in mind in the near future. Cheers
@MathiasJ892 жыл бұрын
Looks great! :) Are UVs for FLIP covered as well? Especially for continuous emission for textures would be really helpful.
@cgforge2 жыл бұрын
Thanks Mathias! For this course, I decided to omit rest fields/uvs and will cover that one in a future course. In general though, I would suggest utilizing your rest fields within the FLIP solver for this because it ought to include re-seeded particles. Once you have rest fields, you'll need to decide on whether or not you're going to utilize dual rest (and that just depends on your specifics of your simulation), and then transfer the rest field to your final meshed geo with an attribute transfer. If you're new to rest fields, then check out my other course Pyro III where I go in to more detail. Hope that helps!
@tomroohan2 жыл бұрын
Does this course cover retiming reseeded sims?
@cgforge2 жыл бұрын
Hey Tom, yes it does. Specifically, I would suggest taking a look at the "Tyler's meshing method" section, adding id in the FLIP solver, and setting a retime node after the cached points. I don't specifically use it for this simulation that you see in the teaser, however, I did test it out myself, and it works great with that method.
@voxyde2 жыл бұрын
Flip is cool, but when are you gonna show us how to grow a sick beard like yours?
@cgforge2 жыл бұрын
The secrets to beardom shall be written in my memiors one day. haha
@cgforge2 жыл бұрын
Actually, all you have to do is simulate FLIP for 70 days and 70 nights